Baseball card game

ABSTRACT

A baseball card game for play by two players is comprised of two card sets of a predetermined identical number of pitch cards and one card set of offensive action cards and one card set of defensive action cards. The pitch cards have two categories, one based on ball speed and the other on ball trajectory. Both sets of pitch cards have identical pitch selections. The cards in the card set of offensive action cards include an identification on a play action surface thereof of offensive plays of the game of baseball. The card set of defensive cards include an identification of defensive plays on a play action surface thereof that overrule offensive plays. A strategic play selection depends on cards held by the two players.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a Divisional Application of U.S. patent application Ser. No. 13/037,394, filed on Mar. 1, 2011, which is a Divisional of U.S. patent application Ser. No. 11/889,504, filed on Aug. 14, 2007.

TECHNICAL FIELD

The present invention relates to a baseball card game for play by two players or two player groups and which re-creates, almost exactly, by the use of specifically designed playing cards, the pitch sequence and offensive and defensive play situations which occur in a regular baseball game.

BACKGROUND ART

Several patents have issued for baseball games including the use of cards, dating back to the early 1900's. Examples of such card games are exemplified by U.S. Pat. Nos. 5,762,337, 5,522,590 and 4,822,043. However, these games do not require conscience play selection strategy by players for the pitching sequences as well as defensive and offensive action plays. They do not simulate a real game situation between two teams and wherein the results of the game plays are unknown until it actually happens. Most known baseball card games use predetermined sequences, involving a game board, spinners and one dice and therefore the game is not based on individual players strategy but often based on chance. These games are also not adequate to be used as a teaching instrument to teach young and novice baseball players the intricacies of offensive and defensive strategies occurring in a regular baseball game as well as pitching strategy based on different types of pitches.

SUMMARY OF INVENTION

It is a feature of the present invention to provide a unique baseball card game which re-creates, as closely as possible, all pitching, offensive and defensive situations occurring in a regular baseball game, and which can be played in a regular domestic setting, but which is also portable and compact, in such a way that it can be played without a game board.

It is another feature of the present invention to provide a game which mirrors all of which happens in a regular baseball game, not only utilizing all baseball related pitching, offensive and defensive situations, but also a calculated ratio of those situations, thus adding a greater degree of verisimilitude.

It is a further feature of the present invention to provide a baseball card game for entertainment and also as an instructional tool to teach younger and more novice players the intricate offensive and defensive strategies occurring in a regular baseball game.

It is a still further feature of the present invention to provide a baseball game void of dice, spinners or any other random indicator of any kind, but rather a baseball game which utilizes a maximum of strategy and baseball knowledge and a minimum of luck or random card play to decide the final outcome.

Another feature of the present invention is to provide a method of playing a baseball card game by two players or player groups and which simulates a real game of baseball.

According to the above features, from a broad aspect, the present invention provides a baseball card game for play by two players or two player groups. The card game comprises two card sets of a predetermined identical number of pitch cards and one card set of offensive action cards and one card set of defensive action cards. Means is provided to indicate the occurrence of a player “out”. Means is also provided to indicate “on-base” runner position and movement. Each set of pitch cards has a minimum of two different pitch categories identical on a play action surface of the pitch cards. One of the categories is based on ball speed and the other category is based on ball trajectory. Each card set of pitch cards further has identical pitch selections. The cards in the card set of offensive action cards include an identification, on a play action surface thereof, of offensive plays of the game of baseball. The card set of defensive cards includes an identification of defensive plays, on a play action surface thereof, that overrule offensive plays. The pitch cards require a conscience play selection strategy of individual pitches by the two players or two player groups, during a pitching sequence. The offensive and defensive action cards require a strategic play selection depending on cards held by the two players or two player groups in relation to game situation.

According to a still further broad aspect of the present invention there is provided a method of playing a baseball card game by two players or two player groups to simulate a real game of baseball and using card sets as defined in the preceding paragraph. The method comprises determining which of the two players or two player groups is an offensive or defensive player for the start of the card game. The players then proceed with the pitching sequence by each player or player group selecting a card from their respective card set of pitch cards, simultaneously, and thereby simulating a pitcher/hitter confrontation. The offensive player or player group attempts to get hits, walks and runners on base to score runs. The defensive player or player group attempts to get strikes and base running “outs” and three outs to end an inning. The method further comprises the playing of offensive and defensive action cards from a deck of a predetermined number of action cards held by each player, sequentially, after a first pitch card is played in an attempt to overrule a last played pitch card of the pitching sequence until the last offensive player or player group is “out” or gets on base. The method further comprises recording the occurrence of the offensive player being “out”. The method further comprises recording base runner position and movement. After an inning, the positions of the two players are switched from defensive to offensive and vice-versa. At a predetermined event, the defensive and offensive action cards are regathered and shuffled in their respective decks and a predetermined number of defensive and offensive action cards are selected by the defensive and offensive designated player or player group and they then proceed to a second inning of play.

BRIEF DESCRIPTION OF DRAWINGS

A preferred embodiment of the present invention will now be described with reference to the accompanying drawings in which:

FIG. 1 is a plan view of an optional game board that can be used with the baseball card game of the present invention;

FIG. 2 is a plan view of a top surface of a pitch card which identifies a first player or first player group;

FIG. 3 is a plan view of a play action surface of a pitch card illustrating information carried by a pitch card, herein a particular pitch in a first category of pitches;

FIG. 4 is a plan view, similar to FIG. 2, illustrating a second set of pitch cards for a second player or a second player group;

FIG. 5 is a plan view illustrating a particular pitch in a second category of pitches;

FIG. 6 is a plan view of the top surface of an offensive action card set;

FIGS. 7 to 10 are plan views of offensive action card sets illustrating different play actions surfaces;

FIGS. 11 to 22 are plan views of offensive action card sets illustrating play action surfaces thereof with all offensive plays taking place in a regular baseball game;

FIG. 23 is a plan view of the top surface of the defensive action card set;

FIGS. 24 to 27 are plan views of play action surfaces of defensive action cards showing overruling plays on the defensive side of a baseball game;

FIGS. 28 to 39 are plan views of the play action surfaces of the defensive action cards;

FIG. 40 is a plan view of the top surface of the out cards;

FIG. 41 is the play action surface of the card of FIG. 40;

FIGS. 42 and 43 are plan views of the play action surface of the other two out cards;

FIGS. 44 to 49 are plan views of the play action surface of the on-base cards;

FIG. 50 is a plan view illustrating a typical graphics view of a top surface of a defensive card; and

FIGS. 51 and 52 are plan views of the play action surface with pictorial graphic illustrations and printed information of play action situations.

DESCRIPTION OF PREFERRED EMBODIMENTS

Referring to FIG. 1, there is shown at 10 a game board which may be used with the baseball card game of the present invention. However, it is pointed out that the card game can be played without the game board 10. The game board 10 has a playing surface 11 which has printed thereon a baseball diamond 12 having a home plate 13, a first base 14, a second base 15 and a third base 16. Also printed on the board are designations for the placement of card sets and these are identified by reference numerals 17. Base runner markers 18 are also provided and they are displaceable about the diamond on the bases to indicate the position of a player on base. A further marker 19 may designate a batter player.

With reference now to FIGS. 2 to 5, there is shown examples of pitch cards 20 in two identical sets of pitch cards. Each set is color-coded to differentiate one set from the other. Of course, instead of a color identifying one set from the other, the identification of the sets could be done by other types of designations such as logos, etc. Each set of pitch cards 20 has five different pitches which are divided into a minimum of two categories, herein one of the categories based on ball speed, such as card 21 (FIG. 3) and the other category based on ball trajectory, such as card 22 (FIG. 5). Each of the two players or two player groups is provided with five identical pitch cards, three of which are based on ball speed including three different types of pitches, a first type being a “fast ball outside”, a second type being a “fast ball inside” and a third type being a “slider”. The pitch cards based on ball trajectory include two different types of pitches, a first type being a “slow curve” and a second type being a “change-up”. FIGS. 2 and 4 display the top surface of these cards, different only by color, and FIGS. 3 and 5 display the play action surfaces 21′ and 22′ of the cards which contain printed information as well as other subject matter which is better illustrated by FIGS. 51 and 52 and which will be described later.

With reference to FIGS. 6 to 39, the baseball card game of the present invention further comprises one card set 23 (FIG. 6) of forty offensive action cards and one card set 26 (FIG. 23) of forty defensive action cards. Examples of the set of offensive action cards are illustrated by FIGS. 7 to 22 and the set of defensive action cards is illustrated by FIGS. 24 to 39. The top surfaces of the offensive action cards 23 also have graphics and a color designation, one for the offensive player and one for the defensive player, (see FIG. 50.

As shown in FIG. 40, “out” cards 24 are also provided and these comprise three cards, as illustrated by FIGS. 41 to 43. These cards indicate a first, second and third out making the completion of an inning. FIG. 40 indicates the top surface of the out card and FIGS. 41 to 43 the back surface thereof.

In addition to the board game 10, if one is provided, the invention also includes “on-base” cards 25 illustrated by FIGS. 44 to 49. These cards can be used instead of the game board thereby making the game much more portable and compact. These cards 25 are turned over as the runners move from first to second and third base.

Following is a list of offensive action plays and defensive action plays that are found in the decks of offensive action cards 23 and defensive action cards 26. As mentioned hereinabove there are forty cards in each of these action card sets.

OFFENSIVE ACTION CARDS DEFENSIVE ACTION CARDS Home-run (FIG. 11) Super catch (FIG. 28) Triple (FIG. 12) Ground out (FIG. 29) Double (FIG. 13) Fielder's choice (FIG. 30) Single (FIG. 14) Double play (FIG. 31) Squeeze play (FIG. 15) Pick-off at 1^(st) (FIG. 32) Error (FIG. 16) Pick-off at 2^(nd) (FIG. 33) Error +xtra base (FIG. 17) Pick-off at 3^(rd) (FIG. 34) Double steal (FIG. 18) Great throw (FIG. 35) Stolen base (FIG. 19) Out at home (FIG. 36) Stretch (FIG. 20) Intentional walk (FIG. 37) Sac fly (FIG. 21) Pitching change (FIG. 38) Sac bunt (FIG. 22) Caught Stealing (FIG. 39) Hit by pitch (FIG. 9) Foul tip (FIG. 24) Wild pitch (FIG. 10) Called strike (FIG. 25) Checked swing (FIG. 8) Great scoop (FIG. 26) Foul ball (FIG. 7) Great scoop + pickoff (FIG. 27)

The following is a description, by way of examples, of the various aspects of the baseball card game of the present invention. It describes the pitching sequence, the identification and function of auxiliary pitch cards, and the play action of the offensive and defensive action cards 23 and 26, respectively. As well there is described the nine basic rules of the present invention as well as game play situations specific to the baseball card game of the present invention. It is also noted that in the following description reference is made to Player 1 and Player 2 but it is to be understood that this game can also be played by two groups of two or three people forming Player 1 and a similar group forming Player 2 whereby the card selection decisions are made by a consensus of players in each group.

The “Pitching Sequence”

The baseball card game of the present invention is the only baseball card game featuring two distinct sequences, pitching/hitting, followed by base-running/defense. Each player chooses each pitch, trying to pick up pitching patterns and out-think the opponent in order to get strikes, balls, hits and walks. The present invention is not a series of randomly chosen cards. The “PITCHING SEQUENCE” is a carefully calculated series of choices by both players as they try to outwit each other. It exactly duplicates the classic baseball pitcher/hitter confrontation. For example, a player must try to anticipate if the other player chooses a card identified as a “NASTY SLIDER” or a “SLOW CURVE”?

The following lists the two categories of pitches. The play action surfaces of these cards also have a color identification of the categories.

POWER PITCHES (RED) OFFSPEED PITCHES (BLUE) FASTBALL INSIDE (FIG. 3) SLOW CURVE (FIG. 5) FASTBALL OUTSIDE CHANGE-UP NASTY SLIDER

Both players take their five “PITCH CARDS” 20, holding them in “poker” fashion. Both players choose one card and throw them down at the same time, play action surface up on the board. If both cards are in the same category, but not the exact same pith, (e.g.—FASTBALL INSIDE+NASTY SLIDER), it is a BALL. However, if Player 1's pitch is in the “power pitch” category (FASTBALL INSIDE) and Player 2's pitch is in the “offspeed pitch” category (SLOW CURVE), it is a STRIKE. If both players choose and throw down exactly the same card (e.g.—SLOW CURVE+SLOW CURVE), it is a HIT and players then proceed to the hitting/base-running/defense sequence. Players pick up their cards after each pitch, and try to out-guess their opponent. They choose another card and throw it down, with the defense trying to get strikes and three outs to end the inning and the offense trying to get hits, walks and runners on base to score runs.

The following is an example of a pitching sequence.

Example 1 Pitching Sequence Break-Down

Player 1 (Pitcher) Player 2 (Batter) fastball inside (red) + fastball outside (red) = Ball one Slow curve (blue) + Nasty slider (red) = Strike one Change-up (blue) + Slow curve (blue) = Ball two Fastball inside (red) + Change-up (blue) = Strike two Slow curve (blue) + Change-up (blue) = Ball three Fastball outside (red) + Fastball outside (red) = HIT!

In the OFFENSIVE and DEFENSIVE action card decks there are seven cards which can be played only after certain pitches during the “PITCHING SEQUENCE”, and can greatly affect the outcome of any player at-bat. They are “HIT BY PITCH”, “CHECKED SWING”, “CALLED STRIKE”, “PASSED BALL”, “GREAT SCOOP”, “GREAT SCOOP N” PICK-OFF″, “FOUL BALL” and “FOUL TIP”. These cards can be played immediately after the game's first pitch (HIT BY PITCH—can be played after the first BALL thrown) and throughout the game depending on the situation. They are used by the OFFENSE player at the hitter's discretion in an attempt to avoid a strike-out (FOUL TIP), get a base on balls (CHECKED SWING), or to advance runners (WILD PITCH), and are used by the DEFENSE player to over-rule them. To find out exactly how these cards are used, a player can consult the “PITCH CARD SECTION” in a “CARD REFERENCE BOOKLET” which contains the rules.

Example 2 Auxiliary Pitch Card—(Offensive and Defensive Action Cards)

GAME SITUATION—The pitch count is 3 BALLS and 2 STRIKES.

-   -   1. Player 1 (Pitcher) throws FASTBALL INSIDE (Red)—Player 2         (Batter) throws SLOW CURVE (Blue)=STRIKE 3.     -   2. Player 2 then throws, from his DEFENSIVE ACTION CARDS, the         CHECKED SWING. STRIKE 3 becomes BALL 4.     -   3. Player 1 then throws, from his OFFENSIVE ACTION CARDS, the         CALLED STRIKE. Batter is OUT.

AUXILIARY PITCH CARDS - LIST AND FUNCTION HIT BY PITCH May be played after the first pitch of the game (FIG. 9) during the pitching sequence but only if the (Color—gray) pitch is a BALL. Cannot be over-ruled. Batter goes to first base and a new batter and new pitching sequence begins. CHECKED Played only after a STRIKE. STRIKE becomes SWING (FIG. 8) a BALL. With a full count, (3 balls-2 (Color—Dark blue) strikes) STRIKE THREE becomes BALL FOUR. Over-ruled by “CALLED STRIKE” - remains a STRIKE. CALLED Over-rules “CHECKED SWING”. After a STRIKE (FIG. 25) STRIKE, if offense plays “CHECKED SWING”, (Color—Dark blue) defense may play the “CALLED STRIKE” card. STRIKE call stands and the pitching sequence continues. WILD PITCH Used only after a BALL. All base runners (FIG. 10) advance one base and pitching sequence (Color—dust gray) continues. Over-ruled by “GREAT SCOOP” card. All base runners hold. Also over-ruled by “GREAT SCOOP/PICK-OFF” card. All base runners hold and lead runner is OUT. GREAT SCOOP Over-rules “WILD PITCH”. If the player on (FIG. 26) offense plays the “WILD PITCH” card and (Color—dust gray) advance base-runners, the defense player may then play the “GREAT SCOOP” and all runners must hold their bases Moreover, if the defense player plays the ‘GREAT SCOOP AND PICK- OFF”, all runners hold, the lead runner is OUT and the pitching sequence continues. GREAT SCOOP + Over rules ‘WILD PITCH”. If offense plays the PICKOFF (FIG. 27) “WILD PITCH” card to try and advance a base (Color—dust gray) runner, the defense player may then play the GREAT SCOOP + PICKOFF. All base-runners must hold and lead base-runner is OUT on the play. FOUL BALL (FIG. 7) Used by the offense player ONLY after a (Color—lavender) STRIKE. STRIKE is overruled and PITCH COUNT remains the same. Used with two strikes to prolong an at-bat situation in an attempt to get a hit or a walk. Overruled by “FOUL TIP” card. On a third strike the batter is OUT. FOUL TIP (FIG. 24) Overrules “FOUL BALL”. If offense plays the (Color—lavender) “FOUL BALL” card on a third strike, the defense may then play the “FOUL TIP” card and the batter is retired on strikes.

Example 3 “Hit by Pitch”

GAME SITUATION—The player has a runner on 1^(st) base with one OUT. PITCH COUNT is 1 BALL and 2 STRIKES.

-   -   1. On the next pitch which is deemed BALL 2, the offence player         plays the “HIT BY PITCH” card and sends a runner to 1^(st) base.     -   2. The runner that was on 1^(st) moves to 2^(nd) base and a new         batter hits with the PITCH COUNT at 0 BALLS—0 STRIKES.

Example 4 “Wild Pitch”—Great Scoop-Pickoff”

GAME SITUATION—The offense player has a runner on 2^(nd) base with two outs. PITCH COUNT is 2 BALLS and 2 STRIKES.

-   -   1. On next pitch, which is BALL 3, the offence player plays the         “WILD PITCH” card, attempting to send the runner on 2^(nd) base         to 3^(rd) base.     -   2. The defense player then plays the “GREAT SCOOP+PICKOFF” card.         Base runner is OUT at 3^(rd) base and the inning is over.

This is the end of the cards which are directly used in the pitching sequence. The balance of cards in the OFFENSIVE and DEFENSIVE decks are also used during the PITCHING SEQUENCE, and may be used after any pitch at each player's discretion and individual card rules. The only stipulation is players must wait a minimum of one pitch following a hit and between base-running plays before executing a subsequent play. This is fully explained hereinbelow.

Section 4. Offensive/Defensive Action Cards (Infield-Batting Practice)

Whenever possible, OFFENSIVE and DEFENSIVE ACTION CARDS are color-coded for easy identification and explanation. For example, the “STOLEN BASE” card is brown, as is the “CAUGHT STEALING” card which over-rules it. The “SINGLE” card is blue as are the two cards which may be used to over-rule it, depending on the base-running situation (“GROUND OUT”—out at 1^(st), or “FIELDER'S CHOICE”—out at 2^(nd)). All cards have a BASE-RUNNING DIAMOND on the upper left-hand side, which illustrates whether, by playing the card, the batter/runner is safe or out. The small green squares (such as 48 in FIG. 51) mean SAFE when the card is played and the red squares (not shown in FIGS. 51 and 52) mean the batter/runner is OUT. Except for the ALL HIT CARDS, which must be played after a HIT, all other cards are played at each player's discretion depending on individual strategy. The only stipulation is, with the exception of the “STRETCH” and “ERROR” cards, players must wait a minimum of one pitch between each base-running play. Therefore, for example, the OFFENSE player may not play a “SAC BUNT” immediately followed by a “STOLEN BASE”. For a complete list of all cards and what they do, the player consults the OFFENSIVE AND DEFENSIVE ACTION CARD section in the CARD REFERENCE BOOKLET, and such is listed in the following Table.

OFFENSIVE DEFENSIVE ACTION CARD ACTION CARD RESULT OF PLAY SINGLE GROUND OUT AT Batter is out at 1st base. (FIG. 14) (Blue) FIRST (FIG. 29) (Safe on “ERROR”). On- (Blue) base runners advance one base. SINGLE (Blue) FIELDER'S CHOICE Runner is out at 2^(nd) base (FIG. 30) (Blue) (Safe on “ERROR”). Batter is safe at 1^(st) base. On- base runners advance one base. DOUBLE Cannot be over-ruled Batter automatically goes to (FIG. 13) (Red) 2^(nd) base. On-base runners advance two bases. TRIPLE Cannot be over-ruled Batter automatically goes to (FIG. 12) (Green) 3^(rd) base. On-base runners score. HOME-RUN SUPER CATCH Batter is out. All base- (FIG. 11) (Purple) (Purple) runners hold. “SUPER CATCH” is over-ruled by “ERROR”. Home-run becomes a triple. All runners score. STOLEN BASE CAUGHT STEALING Runner is out. (Safe on (FIG. 19) (Brown) (Brown) FIG. 39) “ERROR”). DOUBLE STEAL CAUGHT STEALING Lead runner is out, (FIG. 18) (Gray) (Brown) batter safe at 1^(ST) base (ERROR - Runner out at second, safe at first). SAC BUNT Cannot be over-ruled Can be played only on (FIG. 22) STRIKE call. Offense (Olive green) gives up one out to advance runner on 1^(st) and/or 2^(nd), one base. SAC FLY Cannot be over-ruled Can be played only on (FIG. 21) STRIKE call. Offense (Cyan blue) gives up one out to advance runner on 2^(nd) or 3^(rd) base. Only lead runner advances on play. SQUEEZE PLAY OUT AT HOME Runner is out at home (FIG. 15) (FIG. 36) (Turquoise) (Safe on “ERROR”). (Turquoise) BATTER AUTOMATICALLY GOES TO 1^(st). STRETCH GREAT THROW Batter or lead runner is out (FIG. 20) (FIG. 35) trying for an extra base. (Mint Green) (Mind Green) (Safe on “ERROR”). If DEFENSE cannot make a play after a HIT, the “STRETCH” may ONLY be played at this point. Over-ruled by “GREAT THROW”. Runner is OUT. ERROR (FIG. 16) Cannot be over-ruled “ERROR” over-rules Yellow “GROUND OUT”, “FIELDER'S CHOICE”, “CAUGHT STEALING”, all “PICK-OFF” CARDS, “OUT AT HOME”, “GREAT THROW:, “SUPER CATCH” (Home-run becomes a TRIPLE) and DOUBLE- PLAY” (Runner out at 2^(nd)-safe at 1^(st) ERROR +XTRA Cannot be over-ruled Cannot be played alone. BASE (FIG. 17) CAN ONLY BE PLAYED (Yellow) WITH “ERROR” card. All runners advance one base on play. DOUBLE PLAY Over-rules “SINGLE” card (FIG. 31) (Dark gray) with a runner on 1^(st). Retires runner going to 2^(nd) and batter going to 1^(st) on SINGLE. “ERROR” card - Runner OUT at 2^(nd) but SAFE at 1^(st). PICK-OFF AT 1^(st) Played anytime after first (FIG. 32) (Gray) pitch during PITCH COUNT. Runner is OUT at 1^(st) base. “ERROR” card - runner is safe at 1^(st) base. PICK-OFF AT 2^(nd) Played anytime after fist (FIG. 33) (Gray) pitch during PITCH COUNT. Runner is OUT at 2^(nd) base. “ERROR” card - runner is SAFE at 2^(nd) base. PICK-OFF AT 3^(rd) Played anytime after first (FIG. 34) (Gray) pitch during PITCH COUNT. Runner is OUT at 3^(rd) base. “ERROR” card - runner is SAFE at 3^(rd). INTENTIONAL Played anytime during WALK (FIG. 37) PITCH COUNT. Batter (Light gray) automatically goes to 1^(st) base. PITCHING CHANGE Played anytime during (FIG. 38) PITCH COUNT and anytime during the game. BUT, may only be played ONE time during the first five innings.

Example 5 Offensive-Defensive Action Cards—Stolen Base/Caught Stealing/Error Cards

GAME SITUATION—The OFFENSE player has runner on 1^(st) base with one OUT. PITCH COUNT is 2 BALLS—1 STRIKE

-   -   1. On the next pitch, which is STRIKE 2, the OFFENSE player         plays the STOLEN BASE card in an attempt to send the runner on         1^(st) base to 2^(nd) base, thus avoiding both the FIELDER'S         CHOICE and the DOUBLE PLAY.     -   2. The DEFENSE player plays the CAUGHT STEALING card. Runner is         OUT on the play.     -   3. The OFFENSE player plays the ERROR CARD. RUNNER is safe on         the play. PITCH COUNT continues 2 BALLS—2 STRIKES.

Example 6 Offensive and Defensive Action Cards—Single/Fielder's Choice/Error Cards

GAME SITUATION—The OFFENSE player has runners on 1^(st) and 3^(rd) base with one OUT. PITCH COUNT is 2 BALLS—1 STRIKE.

-   -   1. On pitch the OFFENSE player gets a HIT. The only HIT card he         has left is a SINGLE. The OFFENSE player plays SINGLE card         sending the batter to 1^(st) base, the runner on 1^(st) base to         second base on the play and the runner on 3^(rd) base home to         score.     -   2. The DEFENSE player plays the FIELDER'S CHOICE card. Runner         scores from third. Runner is OUT at 2^(nd) base and SAFE at         1^(st) base.     -   3. The DEFENSE player now has two OUTS. OFFENSE now has a runner         at 2^(nd). The PITCHING SEQUENCE starts again with a new batter.

The Nine Basic Rules

-   -   1. “HIT” cards MUST be played! If you get a hit during the         “PITCHING SEQUENCE” and you have a “HIT” card in your OFFENSIVE         hand, it must be played. While all “HIT” cards, (“HOME-RUN”,         “TRIPLE”, “DOUBLE”, “SINGLE”, “SQUEEZE PLAY”) can be played at         each player's discretion, and in any order, the “HIT” must be         played.     -   2. If you get a “HIT” during the “PITCHING SEQUENCE” and do NOT         have a “HIT” card, you MUST discard one card and draw a new card         from the top of the OFFENSIVE CARD deck. If this is a “HIT”         card, it MUST be played immediately. If it is not a “HIT” card,         the batter is awarded an AUTOMATIC SINGLE. But no player may         draw from the offensive deck if he holds a “HIT” card in his         hand,     -   3. All “HITS” are “station to station”. Runners advance one base         on a “SINGLE”, two bases on a “DOUBLE”, and three on a “TRIPLE”.     -   4. If the OFFENSE player discards one card because they do not         have a “HIT” card, the defense player may also discard one card         and draw a new card from the top of the DEFENSIVE deck, but is         not obligated to do so, before making their defensive play. This         offensive card may be played, if applicable, or any other card         they hold in their hand.     -   5. Players must always wait a minimum of one pitch following the         play of a HIT before executing any other base-running play and a         minimum of one pitch between each subsequent play. The only         exceptions are the “STRETCH” and “ERROR” cards. (see CARD         REFERENCE BOOKLET),     -   6. At the end of each half inning, the OFFENSE player puts its         offensive cards to one side, takes its defensive cards, now that         he is on the defense, and may discard and draw new cards, with         the defense player doing the same. Both players must keep a         minimum of two cards in their hands and may discard and draw up         to five new cards, for a total of seven at the beginning of each         half inning.     -   7. During play sequence, if the OFFENSE or DEFENSE cards total         falls to three, the player must draw one card from the deck to         always remain at a minimum of four cards. In this case, the         opposing side does not draw a card.     -   8. The OFFENSE player always shuffles the DEFENSIVE ACTION CARDS         and the DEFENSE player always shuffles the OFFENSIVE ACTION         CARDS at all times during the game.     -   9. The DEFENSE player always has play priority over the OFFENSE         player when executing all base running plays during the PITCHING         and BASE-RUNNING SEQUENCES. Therefore, if the OFFENSE player has         a runner on 1sr base and wishes to play either the “STOLEN         BASE”, “SAC BUNT” or “WILD PITCH” but the DEFENSE player wants         to play the PICK-OFF AT 1^(st)”, the DEFENSE player has         priority. It is the responsibility of the OFFENSE player to         ascertain whether the DEFENSE player wishes to make a play, and         then make their play accordingly.

Batter Up!

The present invention simulates almost exactly the game of baseball, revolving around pitching, hitting and base running strategy. Players with a greater knowledge of the intricate workings of the game will catch on very quickly—the importance of using the SAC BUNT card with less than two out to move a runner from first to second base, thus avoiding the FIELDER'S CHOICE and the “DOUBLE PLAY”, is a classic example. The players must take a bit of time to study the OFFENSIVE and DEFENSIVE ACTION CARD decks. Each card's primary function is explained in every card, all cards are color-coordinated if possible, and all cards are fully explained in detail, with game situations (see FIGS. 51 and 52), in the CARD REFERENCE BOOKLET.

-   -   1. Shuffle the OFFENSIVE and DEFENSIVE ACTION CARD decks and         place them on their designated positions on the game board 10.     -   2. Each player cuts one card from the OFFENSIVE ACTION CARD         deck. The higher of the two cards will determine who takes HOME         FIELD and bats second (Player 2). Please consult SECTION 2 (THE         LINE-UPS) to determine which card is higher, as the cards are         listed there in order.     -   3. Player 1, now on OFFENSE, takes the five PITCH CARDS marked         Player 1. Player 2, now on DEFENSE, takes the five PITCH CARDS         marked Player 2.     -   4. Player 1 takes the DEFENSIVE ACTION CARD deck, shuffles the         cards, and deals seven cards to Player 2. Player 2 takes the         OFFENSIVE CARD DECK and deals seven cards to Player 1.     -   5. Both players pick up their cards, study them, plan their         strategies, put them down, pick up their PITCH CARDS, and begin         the PITCHING SEQUENCE.     -   6. After the first pitch, all OFFENSIVE and DEFENSIVE CARDS are         now in play. For example, if Player 1 holds the “HIT BY PITCH”         card, he may play it during the PITCH SEQUENCE, but ONLY if the         pitch is a BALL, and send the batter to first base. Once there         is a runner on base, cards such as “STOLEN BASE”, “WILD PITCH”         or “SAC BUNT” can be used to advance the base runner, thus         avoiding the DEFENSE'S use of the “FIELDER'S CHOICE” or “DOUBLE         PLAY” if the next hit is a “SINGLE”. However, as in baseball,         these plays sometimes result in outs, with the DEFENSE         countering with the “CAUGHT STEALING” or the “GREAT SCOOP”         cards.     -   7. The PITCHING SEQUENCE continues with Player 1 trying to get         hits, walks and score runs, and Player 2 trying to get         strikeouts or base running outs until three outs are recorded.         Then, Player 2 steps up to bat.     -   8. After three outs, Player 2 now becomes OFFENSE and Player 1         now takes the field and plays DEFENSE. Player 1 puts their         unused OFFENSIVE ACTION CARDS to one side for the next inning         and Player 2 does the same with their unused DEFENSIVE ACTION         CARDS. Player 1 now gathers up all remaining cards in the         OFFENSIVE ACTION CARDS on the XTRA INNINGS board, shuffles them,         and deals seven OFFENSIVE ACTION CARDS to Player 2. Player 2         gathers up all remaining DEFENSIVE ACTION CARDS and deals seven         DEFENSIVE ACTION CARDS to Player 1.     -   9. The PITCHING SEQUENCE begins again, with Player 2 now trying         to get hits and score runs, as Player 1 now tries to get three         outs.

Section 7. The Top of the 2^(nd)

Both players put their remaining unplayed ACTION CARDS from their OFFENSIVE and DEFENSIVE hands to one side. All remaining OFFENSIVE and DEFENSIVE ACTION CARDS are gathered up, shuffled and placed, face-down on their respective dug-outs. The OFFENSE player always shuffles the DEFENSIVE ACTION CARDS and vice versa throughout the game. Both the OFFENSE player and the DEFENSE player may now discard and draw new cards from the top of the OFFENSIVE and DEFENSIVE ACTION CARD decks. Both players must keep a predetermined minimum number of two cards in their respective hands but may discard the rest and redraw if they wish to do so. At the beginning of each half inning, both players must have a predetermined number of cards in the hand. This discarding procedure continues each half inning throughout the game. The PITCHING SEQUENCE begins again.

Section 8. The Bottom of the 5^(th) (The Early Stretch)

One time during the game, at the end of the 5^(th) inning, both players must throw in all their OFFENSIVE and DEFENSIVE ACTION CARDS. Both decks are re-shuffled, seven cards are dealt out to the Offensive side, seven cards are dealt to the Defensive side and the game continues on. This is done to prevent the holding of the best cards, thus forcing both players to use them or lose them after five innings of play.

Section 9. (The Bullpen)

There is provision in the game to go to the Bullpen and bring in a Relief Pitcher. One time during the first Five innings, each player CaO make a pitching change. This is done by using the “PITCHING CHANGE” card in the DEFENSIVE ACTION CARD deck if you have it in your hand. Players must say “Time out, I want to make a pitching change”, and throw the card down. This can be down at any point during the game, but only once during the first five innings. Doing this allows the player to keep two cards in its hand and discard and draw up to five new cards from the top of the DEFENSIVE ACTION CARD deck to hopefully help you get out of a jam. After the fifth inning both players may change their pitchers as often as they like, providing they have the “PITCHING CHANGE” card in their DEFENSIVE ACTION CARDS.

Section 10. The Nervy 9^(th)

At the top of the ninth inning, if the defensive player (hometeam) is leading the game by three runs, he must select a pitch from the five “PITCH CARDS” and, not telling the OFFENSE (visiting team) what it is, and put it to one side before beginning the “PITCHING SEQUENCE”. The DEFENSE (hometeam) must try to register three outs using only four pitches, with the OFFENSE (visiting team) trying to figure out what pitch has been put aside in an attempt to come back from behind and tie or take the lead going into the bottom of the ninth.

If the visiting team manages to come back in the top of the ninth inning and takes the lead by three runs, then he must now put aside a “PITCH CARD”, thus giving the home team a chance to come back and win the game or tie it up and send it into extra innings. If the game ends up tied after nine innings, both players go into the tenth and subsequent innings using all five pitches until an eventual winner is decided. With reference now to FIG. 50 there is shown the top surface 41 of all defensive cards 40 in a defensive deck. These cards have a color rendition to differentiate them from offensive action cards. They can also contain a name logo 42. FIGS. 51 and 52 illustrate the play action surface, herein of offensive action cards 23. The play action surface 45 is herein shown as containing a graphics of a baseball player 46. They also contain a baseball diamond logo 47 having an indication of a “runners” situation, herein a batter 48 at plate. These cards are further provided with a color-coded bar 49 to identify play action of like categories for ease of card identification and play. They also contain a printed identification 50 of the rules which apply to the card in question. In FIG. 52 the baseball diamond logo 47′ shows a different situation where there is a batter at plate and a runner on second base and showing instructions of an offensive card that cannot be overruled by a defensive card as illustrated by reference character 50′.

It is within the ambit of the present invention to cover any obvious modifications of the preferred embodiment described herein provided such modifications fall within the scope of the appended claims. 

1. A baseball card game for play by two players or two player groups incorporating the strategies of a real baseball game and in combination with a set of rules, comprising two sets of identical pitch cards which make up a distinct pitching sequence, each two players or two player groups having a predetermined identical number of said pitch cards, there being a card set of a plurality of offensive action cards and a card set of a plurality of defensive action cards, one of said two players or two player groups having a predetermined number of said offensive action cards and the other of said two players or two player groups having an identical predetermined number of said defensive action cards, there also being provided a set of three “out” cards, means to indicate on-base runner position and movement, means to indicate the occurrence of a player “out”, each set of pitch cards having a minimum of two different pitch categories identified on a play action surface of said pitch cards, one of said pitch categories based on power pitches having three specific pitches and the other of said categories based on ball trajectory pitches having two specific pitches, each set of pitch cards further having two identical pitch categories, said cards in said card set of offensive action cards including an identification on a play action surface thereof of offensive plays of the game of baseball which are conditional on the result of both players choice of previously played pitch cards, said card set of defensive cards including an identification of defensive plays on a play action surface thereof that overrule offensive card plays, said pitch cards providing a play selection choice of said power pitches or said ball trajectory pitches by each of said two players or two player groups to be discarded simultaneously with said play action surface surfacing up on a playing surface, said pitch card play selection resulting in one of a “ball”, “strike” or a “hit” which activates a strategic choice of a specific card from said offensive and defensive action cards by each said two players or two player groups depending on offensive and defensive action cards held by said two players or two player groups and strategy by said two players or two player groups, said discarded pitch cards being recovered by said two players or two player groups to maintain said identical number of said pitch cards before each pitching sequence.
 2. A baseball card game as claimed in claim 1 wherein said three specific pitches of said power pitches are a “fastball outside”, a second type being a “fastball inside” and a “slider”.
 3. A baseball card game as claimed in claim 2 wherein said two specific pitches of said ball trajectory pitches are a “slow curve” and a “change-up”.
 4. A baseball card game as claimed in claim 1 wherein said offensive action cards and said defensive action cards are provided with identification means on atop surface thereto to visually identify one card set from the other card set.
 5. A baseball card game as claimed in claim 4 wherein said identification means is one of a distinguishing color, logo or other type designation.
 6. A baseball card game as claimed in claim 3 wherein said offensive action cards comprise a plurality of “hit” cards and other offensive plays which occur in a regular baseball game, said defensive action cards comprising all defensive plays that occur in said regular baseball game.
 7. A baseball card game as claimed in claim 6 wherein said offensive and defensive action cards also comprise a plurality of “auxiliary pitch” cards which are intended for use in said pitching sequence after certain pitches and can directly affect the outcome of any player at bat.
 8. A baseball card game as claimed in claim 7 wherein each said card set of offensive and defensive action cards are comprised of forty cards, the maximum of seven of which are held by each of said two players or two player groups, respectively.
 9. A baseball card game as claimed in claim 7 wherein there are eight of said “auxiliary pitch” cards in said set of offensive action cards, said auxiliary pitch cards including a “foul ball” card, a “checked swing” card, a “hit by pitch” card and a “wild pitch” card.
 10. A baseball card game as claimed in claim 7 wherein there are eight of said “auxiliary pitch” cards in said set of defensive action cards, said “auxiliary pitch” cards including a “foul tip” card, a “called strike” card, a “great scoop” card and a “great scoop and pick-off” card.
 11. A baseball card game as claimed in claim 1 wherein there is further provided three “out” cards for each of said two players or two player groups to provide a record of “out” as said game progresses, said “out” cards constituting said means to indicate the occurrence of a player out at bat or running the bases.
 12. A baseball card game as claimed in claim 1 wherein said means to indicate on-base runner position and movement is constituted by a game board having printed on a playing surface thereof a baseball diamond, and markers associated with said game board and displaceable on said playing surface to predetermined print designations.
 13. A baseball card game as claimed in claim 1 wherein said means to indicate on-base runner position and movement is constituted by “on base” cards, said “on base” cards indicating the position of an offensive one of said two players or two player groups on bases of a baseball diamond.
 14. A baseball card game as claimed in claim 15 wherein said play action surface of said offensive and defensive action cards are further provided with color codes to identify play action of like categories for ease of card identification and play. 